#version 130

uniform mat4  MVP;

// Vertex attribute names are hard coded in the engine
in vec3 Position;
in vec3 Normal;
in vec2 Texture;
in vec3 BonesWeights;
in vec4 BonesIndexesAndTextureNumber;

out vec2 TexCoord;

void main()
{
	gl_Position = MVP * vec4( Position, 1.0);
	//vec4 PrNormal = vec4( Position, 0.0); 

	TexCoord = Texture;
}
